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Active scenery problem

Posted: Sat Nov 05, 2005 1:08 pm
by tex mex matt
Im trying to setup some active scenery on headlong, but it wont work. I've been trying to add a pelican crashing into one of the buildings, but everytime I try to load the map I go straight to a black screen. Does anyone know how to fix this, I followed the tutorial exactly.

Posted: Sat Nov 05, 2005 1:29 pm
by Fantom13
Gimme a link to the tutorial you used. Then I can help you.

:roll:

Posted: Sat Nov 05, 2005 1:31 pm
by tex mex matt

Posted: Sat Nov 05, 2005 1:41 pm
by halvorsen
it may bee the pelican has been imported wrong.
try to change the htlm to the proj to a banshee htlm just to see if that works

Posted: Sat Nov 05, 2005 3:09 pm
by Fantom13
First, inject the pelican so you can see it, and it works. Then do all the other stuff.

Posted: Sat Nov 05, 2005 3:11 pm
by tex mex matt
I got it working.... dont know what was wrong, just restarted the whole mod..... but how do you make it so if your using say a pelican..... its always on, like the engines are going, so it looks like its flying?

Posted: Sat Nov 05, 2005 6:24 pm
by Fantom13
That I dont know. I did it with the Phantom so it looked like it was flying anyways.

Posted: Sun Nov 06, 2005 7:34 am
by tex mex matt
If anyone does know..... please tell me

Posted: Sun Nov 06, 2005 10:23 am
by Rallos
tex mex matt wrote:If anyone does know..... please tell me
Did you use a duplicated rocket as the projectile? If you did, screw around with the rocket_exhaust effect tag(switch around the dependancies).
For me, the problem is that h2x/darkmatter won't save the X, Y, and Z coordinates :x

Posted: Sun Nov 06, 2005 4:59 pm
by tex mex matt
Whenever your in the BSP viewer of darkmatter the save button is under the top little tab thing at the top. The BSp is so much easier then XYZ...... and a lot more accurate.

Posted: Sun Nov 06, 2005 5:59 pm
by Rallos
I still can't edit the spawn time though.

Posted: Sun Nov 06, 2005 8:03 pm
by tex mex matt
go to [itmc] and click whatever equip or weapon you replaced with the projectile and it will have the spawn times

Posted: Mon Nov 07, 2005 11:36 am
by lxNicktardxl
Idea!!!! Go read my topic in the mapping section: Meteors!!!: It is EXACTLY like this, or I can tell you little detail

Make a duplicate of rocket projectile
Then change the Hlmt to that of the pelican
Go to Itmc tag and switch something useless like...rocket ammo to proj 2.
Then "Darkmatter (BSP viewer) it where you want it......
If I missed anything, go check out my topic, it should help. :D

Posted: Mon Nov 07, 2005 3:11 pm
by Rallos
I've tried it in every way I can think of. Halo 2 always freezes when the map starts.

Posted: Mon Nov 07, 2005 4:49 pm
by Fantom13
Mine doesnt freeze, mine just doesnt abide by the respawn time.

Ex. Lets say Sniper respawn time is 100 seconds, I change it to 300, but it still goes by 100.etc

Posted: Sun Nov 13, 2005 5:58 pm
by 343GuiltySparkIVIX
I was trying to do this, but when I click "save changes" I get this

Image

Posted: Mon Nov 14, 2005 10:55 pm
by nifebender
i get the same thing when i try to put in the spawn coordinates.

Posted: Tue Nov 15, 2005 12:30 pm
by TheTyckoMan
343GuiltySparkIVIX wrote:I was trying to do this, but when I click "save changes" I get this

Image

try putting this into a new txt file named scnr.txt (and replace the old scnr.txt) :wink:

Code: Select all

.Tab--collections
.*--1 
1.Reflexive-288-144-240
.*--1 
2.Ident-92-300
.*--1 
2.Label-Suspended in air 1=Yes  0=No-200
2.Int16-0-60
2.Label-Constant 12?-120
2.Int16-4-60
.*--2 
2.Label-Spawn time-120
2.Int16-14-60
.*--2 
2.Label-Disappear time-120
2.Int16-16-60
2.Label-Spawn one at a time 1=Yes  0=No-200
2.Int16-18-60
.*--2 
2.Label-Unknown ID-120
2.Int16-20-60
2.Label-unknown-120
2.Int16-22-60
.*--2 
2.Label-x-16
2.Float-64-60
2.Label-y-15
2.Float-68-60
2.Label-z-15
2.Float-72-60
.*--2 
2.Label-Yaw-60
2.Float-76-60
2.Label-Pitch-60
2.Float-80-60
2.Label-Roll-60
2.Float-84-60
ps:have you come back to modding?